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mazeGenerator.js
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mazeGenerator.js
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class MazeGenerator {
constructor(width, height, details, resolve) {
this.type = details.type;
this.debug = details.debug;
this.maxBranchLength = details.maxBranchLength;
this.emptyRooms = details.emptyRooms || 0;
this.currentBranchLength = 0;
this.entranceX = details.entranceX;
this.entranceY = details.entranceY;
this.exitX = details.exitX;
this.exitY = details.exitY;
this.resolve = resolve;
this.destroyed = false;
//switch(this.type) {
// case 1:
this.generateMazeByRandomizedDepthSearch(width, height);
// break;
// default:
// this.generateMazeByRecursiveDivision(width, height);
// break;
//}
}
destroy() {
this.openCells = [];
this.destroyed = true;
}
// initializes the maze grid
initMazeGrid() {
this.maze = this.initArray(0);
this.maze.forEach((row, indexY) => {
row.forEach((cell, indexX) => {
switch(indexY) {
case 0:
case this.rows - 1:
this.maze[indexY][indexX] = 1;
break;
default:
//if (this.type) {
this.maze[indexY][indexX] = 1;
/*} else {
if ((indexY % 2) == 1) {
if ((indexX == 0) || (indexX == this.cols - 1)) {
this.maze[indexY][indexX] = 1;
}
} else if (indexX % 2 == 0) {
this.maze[indexY][indexX] = 1;
}
}*/
break;
}
});
if (indexY == 1 && (!this.exitX || !this.exitY)) {
let exitPos = 1 + this.rand(this.width % 2, Math.floor(this.width / 2) - (this.width % 2 ? 2 : 1)) * 2;
this.maze[indexY][exitPos] = 3;
this.exitX = exitPos;
this.exitY = indexY;
}
if (indexY == (this.rows % 2 ? this.rows - 2 : this.rows - 1) && (!this.entranceX || !this.entranceY)) {
let entrancePos = 1 + this.rand(this.height % 2, Math.floor(this.height / 2) - (this.height % 2 ? 2 : 1)) * 2;
this.maze[indexY][entrancePos] = 2;
this.entranceX = entrancePos;
this.entranceY = indexY;
}
});
}
generateMazeByRandomizedDepthSearch(width, height) {
this.width = width;
this.height = height;
this.density = 4;
this.openess = 2;
this.cols = this.width;
this.rows = this.height;
this.initMazeGrid();
this.posX = this.entranceX;
this.posY = this.entranceY;
this.visited = this.initArray(0);
this.visited.forEach((row, indexY) => {
row.forEach((cell, indexX) => {
this.visited[indexY][indexX] = !indexX || !indexY || indexY == this.visited.length-1 || indexX == this.visited[indexY].length-1 ? 0 : -1;
});
});
this.visited[this.posY][this.posX] = 1;
this.visited[this.exitY][this.exitX] = 1;
this.maze[this.posY][this.posX] = 0;
this.count = 0;
this.openCells = [];
if (this.debug.visible) this.debug.highlight(this.posX, this.posY, 5);
if (this.debug.visible) this.debug.highlight(this.exitX, this.exitY, 2);
this.advanceRandomization();
}
advanceRandomization() {
if (this.destroyed) return;
if (!this.debug || this.debug.instant) {
this.randomizedDepthSearch();
} else {
const randomizePromise = new Promise((resolve, reject) => {
document.addEventListener("keypress", this.advanceGeneration.bind(this, resolve));
});
randomizePromise.then(() => {
this.randomizedDepthSearch();
});
}
}
advanceGeneration(callback) {
document.removeEventListener("keypress", this.advanceGeneration.bind(this, callback));
callback();
}
// when a branch reaches a dead end, all the opened cells are itterated in order to pick one to proceed with
itterateCells(resolve) {
let nextCell;
const debug = this.debug;
for (let i = this.openCells.length - 1; i > 0; i --) {
const cell = this.openCells[i];
const offsets = [{x:0, y:-2}, {x:2, y:0}, {x:0, y:2}, {x:-2, y:0}];
offsets.forEach((offset, index) => {
const offsetX = offset.x;
const offsetY = offset.y;
if (!nextCell && (cell.x != this.posX || cell.y != this.posY) && (
(offset.y < 0 && cell.y > 1) || (offset.y > 0 && cell.y < this.height-2) ||
(offset.x < 0 && cell.x > 1) || (offset.x > 0 && cell.x < this.width-2)
) && this.visited[cell.y + offsetY][cell.x + offsetX] == 1 && this.maze[cell.y + offsetY][cell.x + offsetX]
) {
// starting a new branch
this.maze[cell.y + offsetY / 2][cell.x + offsetX / 2] = 0;
nextCell = {x: cell.x + offsetX, y: cell.y + offsetY, direction: index + 1};
if (debug.visible && this.checkDebugCell(nextCell.x - offsetX / 2, nextCell.y - offsetY / 2)) debug.highlight(nextCell.x - offsetX / 2, nextCell.y - offsetY / 2);
if (debug.visible) debug.highlight(nextCell.x, nextCell.y, 6);
}
});
if (nextCell) break;
}
if (!nextCell) {
if (this.openCells.length < 1) {
document.removeEventListener("keypress", this.advanceGeneration.bind(this, resolve));
if (this.destroyed) return;
this.resolve();
return;
} else {
// choses a random opened cell to proceed with
nextCell = this.openCells[this.rand(0, this.openCells.length - 1)];
//nextCell = this.openCells[i - 1];
if (debug.visible) debug.highlight(nextCell.x, nextCell.y, 1);
}
}
return nextCell;
}
// compares a given cell with all the cells marked as open
itterateOpenCells(nextCell) {
this.openCells.forEach((cell, index) => {
if (cell.x == nextCell.x && cell.y == nextCell.y) {
return index;
}
});
return false;
}
// check all adjacent directions of a cell, chose an empty one and proceed with it
randomizedDepthSearch() {
let nextCell;
let moveDirs = [];
const debug = this.debug;
let internalResolve;
const offsets = [{x:0, y:0}, {x:0, y:-2}, {x:2, y:0}, {x:0, y:2}, {x:-2, y:0}];
for (let direction = 1; direction < 5; direction++) {
const offsetX = offsets[direction].x;
const offsetY = offsets[direction].y;
if ((
(offsets[direction].y < 0 && this.posY > 2) ||
(offsets[direction].y > 0 && this.posY < this.height-2) ||
(offsets[direction].x < 0 && this.posX > 2) ||
(offsets[direction].x > 0 && this.posX < this.width-2)
) && this.maze[this.posY + offsetY][this.posX + offsetX]
) {
this.visited[this.posY+offsetY/2][this.posX+offsetX/2] = 5;
this.visited[this.posY+offsetY][this.posX+offsetX] = direction;
moveDirs.push(direction);
if (this.visited[this.posY+offsetY][this.posX+offsetX] == -1 && debug.visible) {
debug.highlight(this.posX+offsetX/2, this.posY+offsetY/2, 1);
}
if (debug.visible && this.checkDebugCell(this.posX+offsetX, this.posY+offsetY)) {
debug.highlight(this.posX+offsetX, this.posY+offsetY, 3);
}
}
}
const randomizePromise = new Promise((resolve, reject) => {
// if the exit is found, or a dead end is reached, or the branch is already long enough
if (!moveDirs.length || this.currentBranchLength > this.maxBranchLength || this.posX == this.exitX && this.posY == this.exitY) {
if (debug.visible) {
debug.highlight(this.posX, this.posY, this.currentBranchLength > this.maxBranchLength ? 1 : this.posX == this.exitX && this.posY == this.exitY ? 2 : this.currentBranchLength > 1 ? 4 : 0);
}
this.currentBranchLength = 0;
nextCell = this.itterateCells(resolve);
if (nextCell) {
this.openCells.splice(this.openCells.indexOf(nextCell), 1);
}
}
this.currentBranchLength ++;
if (!this.debug || this.debug.instant) {
resolve();
} else {
document.addEventListener("keypress", this.advanceGeneration.bind(this, resolve));
}
});
randomizePromise.then(() => {
let internalCount = 0;
if (nextCell) {
// check how many non-visited cells are there still remaining
let emptyCells = 0;
this.maze.forEach((row, rowId) => {
row.forEach((cell, cellId) => {
if (cell == 1 && rowId % 2 && cellId % 2) emptyCells ++;
});
});
// leave a certain number of empty cells before completion (for bonus), or just complete if no more cells are left.
if (emptyCells <= this.emptyRooms || !emptyCells) {
document.removeEventListener("keypress", this.advanceGeneration.bind(this, internalResolve));
if (this.destroyed) return;
this.resolve();
return;
}
// find a cell from the open cells list from where to continue maze generation, or perform a cell itteration.
let cellAtIndex = this.itterateOpenCells(nextCell);
while (cellAtIndex) {
if (cellAtIndex) {
this.openCells.splice(this.openCells.indexOf(cellAtIndex), 1);
} else {
nextCell = this.itterateCells(internalResolve);
}
cellAtIndex = this.itterateOpenCells(nextCell);
}
this.posX = nextCell.x;
this.posY = nextCell.y;
// mark the selected cell as empty in the maze
this.maze[this.posY][this.posX] = 0;
if (debug.visible) debug.highlight(this.posX, this.posY, 6);
this.advanceRandomization();
} else {
// try to find a suitable cell
while (!nextCell && internalCount < 10) {
internalCount ++;
if (!moveDirs.length) continue;
let direction = moveDirs[this.rand(0, moveDirs.length - 1)];
const offsetX = offsets[direction].x;
const offsetY = offsets[direction].y;
if ((
(offsets[direction].y < 0 && this.posY > 2) ||
(offsets[direction].y > 0 && this.posY < this.height-2) ||
(offsets[direction].x < 0 && this.posX > 2) ||
(offsets[direction].x > 0 && this.posX < this.width-2)
) && this.maze[this.posY + offsetY/2][this.posX + offsetX/2] && this.maze[this.posY + offsetY][this.posX + offsetX]
) {
nextCell = {y: this.posY + offsetY, x: this.posX + offsetX, direction: direction};
this.maze[this.posY + offsetY/2][this.posX + offsetX/2] = 0;
this.maze[this.posY + offsetY][this.posX + offsetX] = 0;
if (debug.visible && this.checkDebugCell()) debug.highlight(this.posX, this.posY);
if (debug.visible && this.checkDebugCell(this.posX + offsetX/2, this.posY + offsetY/2)) debug.highlight(this.posX + offsetX/2, this.posY + offsetY/2);
if (debug.visible) debug.highlight(this.posX + offsetX, this.posY + offsetY, 6);
this.posX += offsetX;
this.posY += offsetY;
}
}
if (nextCell) {
this.openCells.push(nextCell);
}
this.advanceRandomization();
}
});
}
checkDebugCell(posX, posY) {
return ((posX || this.posX) != this.exitX || (posY || this.posY) != this.exitY) && ((posX || this.posX) != this.entranceX || (posY || this.posY) != this.entranceY);
}
initArray(value) {
return new Array(this.rows).fill().map(() => new Array(this.cols).fill(value));
}
rand(min, max) {
return min + Math.floor(Math.random() * (1 + max - min));
}
}